It has been a long journey for our crazy VR game show, from the mad dash in 2017 that earned us a spot at GDC and SIGGRAPH, to bootstrapping the company with Azin for nearly two years, then bringing on HTC as our exclusive development and launch partner.
Finally, VR Trivia Battle (formerly known as Kiss or Kill) is available, exclusively on Viveport!
Continue reading “VR Trivia Battle”
Have you ever run into someone that you sort of know on a street halfway across the world? There’s something magical and fun about the serendipity. A neighbor you might ignore in your elevator you are suddenly ecstatic to see on the streets of London.
Oculus Venues has captured that magic with their social seating.
Continue reading “Quick take: Oculus Venues Social Seating”
Feature-rich augmented reality is still many years away. You probably wouldn’t think that, however, after reading the headlines from today’s Apple WWDC 2018. Apple is employing some clever sleight of hand to make AR appear more polished than it actually is. This is the AR illusion.
The AR illusion was in full effect at WWDC, and it may have some long-term impacts for the immersive industry. Continue reading “The AR Illusion”
Thanks to Henry and the rest of the team for their amazing work on our new Kiss or Kill trailer.
Click to check it out!
Continue reading “Kiss or Kill – The Social VR Game Show”
Brands have an unprecedented opportunity to utilize virtual and augmented reality to drive incredible business results. To study this, we partnered with YuMe, Isobar and RetinAd to measure brand recall and biometric response to people playing our game, Kiss or Kill.
Read on to learn about the most effective ways to use ads in VR.
Continue reading “The first study of brand recall in VR”
The amazing team over at Big Picture decided to blow us away with an amazing new trailer for Thirst. Huge thanks to Jeff and the team!
Click to check it out!
Continue reading “Thirst VR Trailer”
I’m a bit obsessed with real time sales data. At Quest I’d always have a window open showing our daily sales and I’d refresh it frequently – especially on big days like a new product release or Cyber Monday.
It’s not the dollars but the indicator of progress that I love.
With RLTY CHK we get that data through the Steam partner portal. We’re in the very early stages of our game releases so sales are consistently low. We’re focused on creating great games through our fan development process, not unit sales. Those will come next year with our full release.
So imagine my surprise when I saw this on Monday morning…
Continue reading “The Power of One Fan”